Puzzle · Draw Physics
Lantern Line
Draw one ink-limited line that hardens from start to end, then release a glowing lantern and steer it past drones, rain, and bumpers into the shrine.
Overview
Lantern Line is a draw-physics puzzle about escorting a paper lantern to a hillside shrine. On each of twenty authored levels you sketch a single continuous line — a ramp, a catch basin, a deflector — with a limited ink budget measured in stroke length. The twist is that the line hardens progressively from the first point you drew to the last, so early strokes become solid almost immediately while fresh ink stays soft for a moment. When you release the lantern, gravity takes over and the little glow rolls, slides, and bounces along whatever you drew. Levels layer in fans that push the lantern sideways, rain bands that dampen it, bumpers that fling it, breakable planks that give way, and patrol drones that end the attempt on contact — though a hardened line can wall a drone off and force it to turn back. Each level awards up to three seals: one for reaching the shrine, one for staying under the ink par, and one for beating the time par, with seals saved locally per level.
How to Play
Drag with mouse or finger to draw your line, watching the ink meter as it drains. The stroke simplifies into stable collision segments as you go. Press the release button (or Enter) to drop the lantern, then watch it travel; the shrine gently tugs the lantern in when it gets close, so aim your ramp at its doorstep rather than its exact center. Keyboard players move a pen cursor with the arrow keys, hold Space to draw, and press Enter to release. R retries instantly, P pauses, M mutes.
Tips & Strategy
Draw the critical load-bearing part of your line first, because it hardens first — a ramp that sets early still works even if the lantern releases before your flourishes solidify. Keep the lantern landing near the middle of a segment, not on an endpoint; a landing near a joint tips the balance and can stall or reverse the roll. Against patrol drones, the reliable play is a short hardened wall drawn early in their lane, which turns them around and buys a permanent safe corridor. Spend ink on shape, not length: a shallow curve cradles the lantern better than a long flat shelf, and staying under the ink par is what separates a one-seal clear from a three-seal clear. On fan levels, lean ramps slightly into the wind so the gust corrects the roll instead of fighting it.
What Makes It Distinct
Draw-physics games usually freeze your sketch the moment you lift the pen. Lantern Line hardens ink along its drawing order, turning one static tool into a timing decision: the same stroke can be a wall, a delayed trap, or wasted softness depending on when the lantern arrives. Combined with drones that your lines genuinely reroute and a shrine that forgives near-misses, levels play as small engineering problems rather than dexterity tests.
Controls
- Keyboard
- Arrow keys — move the pen cursorHold Space — draw with the penEnter — release the lanternR — retry the levelP — pauseM — mute
- Mouse
- Drag to draw one continuous line with limited ink, then press release to drop the lantern.
- Touch
- Draw with one finger; the stroke simplifies into collision segments as you lift away.
Features
- 20 authored draw-physics levels
- Ink hardens progressively from first point to last
- Fans, rain bands, bumpers, breakable planks, and reroutable patrol drones
- Three seals per level: finish, ink par, time par
- Verified solution for every level on mouse and touch
- Seal book saved locally